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Basic Domains
Combat Styles
(Skills can be picked in random order).
Combat Styles are basic skills that allow the use of common weapons and spells in combat. Combat styles can be chosen during level-ups or for starting characters. Each Combat Style provides access to specialized Domains that offer maneuvers and spells.
Archery
Armor Proficiency
Combat Casting
Dual Wielding
Heavy Melee Weapons
Improvised Weapons
Light Melee Weapons
Spellcasting
Throwables
Unarmed Combat
Archery
Requirements: -
Untrained: N/A
Unlocks Domains: Range
Allows the use of bows such as Shortbow, Longbow, Great Bow, Crossbow.
Armor Proficiency
Requirements: -
Untrained: -2 Grit Levels
Unlocks Domains: Defense
Allows the use of Shields and effective combat while wearing Heavy Armor such as Chainmail, Splint Mail and Plate Mail.
Combat Casting
Requirements: Spellcasting
Untrained: N/A
Unlocks Domains: -
Allows Spellcasting to occur with one hand. This allows the caster to either use one hand for a weapon or channel their spells through weapons such as staves and swords.
Dual Wielding
Requirements: Light Melee Weapons
Untrained: N/A
Unlocks Domains: -
Wield two weapons simultaneously, applying passive rune effects to both. Either weapon can serve as the Primary for attack or defense.
This style also grants access to the following maneuvers:
Dual Attack
Type: Action
Risk: Primary Weapon +5
Effect: Primary Weapon attack with a +1D10 Bonus Die to the Roll.
Counter Attack
Type: Reaction
Risk: Primary or Secondary Weapon +6
Effect: Primary Weapon Parry & Secondary Weapon Attack (hands can be alternated).
Example: Original attack 12 vs Counter attack 16 = Successful Parry + 16 Points of Damage).
Heavy Melee Weapons
Requirements: -
Untrained: -2 Grit Levels
Unlocks Domains: Offense, Mobility
Use large weapons meant for melee combat such as Battle Axe, Warhammer, Flail, Mace, Morning Star, Claymore, Great Axe, Great Hammer, Halberd.
Improvised Weapons
Requirements: -
Untrained: -2 Grit Levels
Unlocks Domains: Stealth
Allows the use of any item that was not designed for combat to operate as a weapon such as Kitchen Knives, Chairs, Frying Pans.
Light Melee Weapons
Requirements: -
Untrained: -2 Grit Levels
Unlocks Domains: Offense, Defense, Mobility, Technique, Stealth
Allows the use of light weapons meant for melee combat such as Dagger, Shortsword, Rapier, Hand Axe, Scimitar, Longsword, Staff, Trident, Spear, Whip.
Spellcasting
Requirements: -
Untrained: N/A
Unlocks Domains: Spells, Shapes, Insignia
Allows the use of Spells, Magical Items and Scrolls. Spellcasting occurs by using both hands and other required components as dictated by each Spellbook. Spellcasting requires the unlocking of Shapes to be used effectively. Without Shapes, spells can be cast as Touch from Melee Range.
Throwables
Requirements: -
Untrained: -2 Grit Levels
Unlocks Domains: Range
Allows the use of weapons meant as projectiles such as Sling, Boomerang, Throwing Knife, Bomb, Throwing Star, Hand axe*, Spear*, Trident*, Javelin.
*When used as Throwing Weapons.
Unarmed Combat
Requirements: -
Untrained: -2 Grit Levels
Unlocks Domains: Offense, Mobility, Technique, Stealth
Allows the use of unarmed combat along with supplements such as Punch, Kick, Punch Dagger, Knuckles.
Warfare
(Skills must be unlocked sequentially)
Warfare introduces characters to a variety of schools of combat with different maneuvers. Warfare maneuvers can be chosen during level-ups or for starting characters. Risk in warfare maneuvers is added to the associated action or the weapon used in the maneuver.
Offense
Defense
Range
Mobility
Technique
Stealth
Offense
Master powerful attacks and combos. This Warfare Domain enhances your offensive effectiveness by adding devastating effects to your strikes.
Requirements: Light Melee Weapons or Heavy Melee Weapons or Unarmed Combat.
Ox Strike
Bull Strike
Sharp Strike
Buffalo Strike
Chain Attack
Shrill Strike
Simple Attack
Circle Attack
Brutal Attack
Warcry
Ox Strike
Type: Action
Risk: Weapon +1
Effect: Deals Damage & Bash in a single Action.
Bull Strike
Type: Action
Risk: Weapon +2
Effect: Deals Damage & Knockdown in a single Action.
Sharp Strike
Type: Action
Risk: Weapon +3
Effect: Deals damage with Critical increased by 2 levels.
Buffalo Strike
Type: Action
Risk: Weapon +4
Effect: Deals Damage and forfeits Absorption and Critical Resistance.
Chain Attack
Type: Action
Risk: Weapon +5
Effect: Deals Damage to two targets within weapon range.
Shrill Strike
Type: Action
Risk: Weapon +6
Effect: Deals damage with Critical increased by 4 levels.
Simple Attack
Type: Action
Risk: Weapon +7
Effect: Attack that imposes a penalty of -1 Grit Level to the defender (for the attack).
Circle Attack
Type: Action
Risk: Weapon +8
Effect: Deals damage to all targets within weapon range.
Brutal Attack
Type: Action
Risk: Weapon +9
Effect: Deals X2 Damage upon success.
Warcry
Type: Action (Active)
Risk: 10
Effect: Inspiring Warcry increases Damage by any means by +1D10 Bonus Die to all allies within a Ring Radius (10). The effect encumbers the character that unleashes the Warcry with the additional Risk while active. Once activated, allies can move outside the effect’s area still benefiting from its bonuses.
Defense
Defense Maneuvers will allow you to focus on reactive combos and use the attacker’s momentum to your advantage. If a maneuver involves a shield, use the Risk of the Main Weapon. Heavy Melee weapons can still be used for this domain as long as a Shield is equipped for Blocking.
Requirements: Light Melee Weapons or Armor Proficiency
Ox Shield
Bull Shield
Blade Shield
Sharp Shield
Lower Shield
Blood Shield
Safe Shield
Chain Shield
Brutal Shield
Fortify
Ox Shield
Type: Reaction
Risk: Weapon +1
Effect: Parry or Block & Bash in a single Melee Reaction.
Bull Shield
Type: Reaction
Risk: Weapon +2
Effect: Parry or Block & Knockdown in a single Melee Reaction.
Blade Shield
Type: Reaction
Risk: Weapon +3
Effect: Parry or Block & Counter Attack in a single Melee Reaction.
Sharp Shield
Type: Reaction
Risk: Weapon +4
Effect: Parry or Block & Counter Attack with an increased Critical of 2 Levels.
Lower Shield
Type: Reaction
Risk: Weapon +5
Effect: Parry or Block & inflict -1 Grit Level to the attacker for their next Action.
Blood Shield
Type: Reaction
Risk: Weapon +6
Effect: Parry or Block & Counter Attack with +1D10 Bonus Die Damage.
Safe Shield
Type: Reaction
Risk: Weapon +7
Effect: Parry or Block absorbing X points of Damage according to Roll regardless of success, except for Risk.
Chain Shield
Type: Reaction
Risk: Weapon +8
Effect: Parry or Block & Counter Attack against two targets within the weapon’s range.
Brutal Shield
Type: Reaction
Risk: Weapon +9
Effect: Parry or Block & Counter Attack that inflicts X2 damage upon success.
Fortify
Type: Action (Active)
Risk: 10
Effect: Assume a defensive stance that reduces any type of Damage by 50% and offers protection from all weapon Critical Effects while maintained.
Range
Specialize in ranged attacks and combos to maintain distance from your targets.
Requirements: Archery or Throwables.
Mantis Strike
Quick Strike
Scissor Shot
Launch
Mantis Fade
Triple shot
Beast Shot
Timeless Strike
Blink Attack
Blood Missiles
Mantis Strike
Type: Action
Risk: Weapon +1
Effect: Deals Damage and allows Movement later (up to 3 Tiles) in a single Ranged Action.
Quick Strike
Type: Action
Risk: Weapon +2
Effect: Change from any weapon into a ranged weapon and attack in a single Ranged Action.
Scissor Shot
Type: Action
Risk: Weapon +3
Effect: Deals Damage to 2 targets simultaneously with 2 shots in a single Ranged Action (1 Roll, Cone Radius, No Critical).
Launch
Type: Action
Risk: Weapon +4
Effect: Deals Damage & Knockdown to a single target.
Mantis Fade
Type: Reaction
Risk: Weapon +5
Effect: Dodge an attack and perform a Ranged Counter Attack in a single Reaction.
Triple Shot
Type: Action
Risk: Weapon +6
Effect: Deals Damage to 3 targets simultaneously with 3 shots in a single Ranged Action (1 Roll, Cone Radius, No Critical).
Beast Shot
Type: Action
Risk: Weapon +7
Effect: Deals damage with Critical increased by 3 levels.
Timeless Strike
Type: Action
Risk: Weapon +8
Effect: Deals Damage from a distance without allowing Reactions from the target.
Blink Attack
Type: Reaction
Risk: Weapon +9
Effect: Dodge an attack by Moving up to 4 Tiles and perform a Ranged Counter Attack in a single Reaction.
Blood Missiles
Type: Action
Risk: 10
Effect: Every Ranged Attack inflicts an additional 1D10 Bonus Die Damage each time it successfully strikes. The effect lasts for the duration of the combat, and the archer does not incur any Active Risk when using this maneuver.
Mobility
Enhance your attacks with superior mobility.
Requirements: Light Melee Weapons or Heavy Melee Weapons or Unarmed Combat.
Charge
Fast Retreat
Full Charge
High Evasion
Stretch
Minor Aid
Rush
Flash Strike
Another Day
Mobilize
Charge
Type: Action (Mobile)
Risk: Weapon +1
Effect: Perform limited Movement (-1 Grit Level) & Deal Damage in a single Melee Action.
Fast Retreat
Type: Reaction
Risk: Dodge +2
Effect: Dodge an incoming Attack by performing up to limited Movement (-2 Grit Levels) in a single Reaction.
Full Charge
Type: Action (Mobile)
Risk: Weapon +3
Effect: Perform Full Movement and Deal Damage in a single Melee Action.
High Evasion
Type: Reaction
Risk: Jump +4
Effect: Perform a Jump Reaction to avoid an attack without becoming Prone.
Stretch
Type: Action
Risk: Weapon +5
Effect: Execute an attack first, then move fully while disengaging from the target, all within a single melee action.
Minor Aid
Type: Action
Risk: Weapon +6
Effect: Enhance your attack with a supplementary action, such as applying poison to your weapon, in a single motion.
Rush
Type: Action (Mobile)
Risk: Weapon +7
Effect: Perform X2 Movement and deal Damage from melee range.
Flash Strike
Type: Action (Mobile)
Risk: Weapon +8
Effect: Move at least 6 tiles in a straight line to deliver x2 damage in a single charge attack.
Another Day
Type: Reaction
Risk: Weapon +9
Effect: Dodge an attack, perform a Counter Attack immediately, then move up to 4 tiles in any direction.
Mobilize
Type: Action
Risk: 10
Effect: Mobilize allies to receive a +4 Tile Movement Bonus while the ability is active. The effect lasts for the duration of the combat, and the user does not incur any Active Risk when using this maneuver.
Technique
Fight with grace and virtue and unlock powerful maneuvers that do not rely solely on strength.
Requirements: Light Melee Weapons or Unarmed Combat.
Hollow Strike
Hollow Shield
Promised Strike
Promised Shield
Blind Strike
Dead Hands
Dead Legs
Crown Strike
Winning Stance
Grace
Hollow Strike
Type: Action
Risk: Weapon +1
Effect: Deals Damage & Disarm in a single Melee Action.
Hollow Shield
Type: Reaction
Risk: Weapon +2
Effect: Parry or Block & Disarm in a single Melee Reaction.
Promised Strike
Type: Action
Risk: Weapon +3
Effect: Deals Damage at Prime Grit regardless of the situation.
Promised Shield
Type: Reaction
Risk: Weapon +4
Effect: Parry or Block at Prime Grit regardless of the situation.
Blind Strike
Type: Action
Risk: Weapon +5
Effect: Deals Damage that forfeits armor Absorption.
Dead Hands
Type: Action
Risk: Weapon +6
Effect: Deals damage and reduces the defender’s Grit Level by 1 for the round on any action requiring the use of hands.
Dead Legs
Type: Action
Risk: Weapon +7
Effect: Deals Damage and reduces a target’s Movement by 2 Grit Levels for a whole combat.
Crown Strike
Type: Action
Risk: Weapon +8
Effect: Deals Damage and Unconsciousness on Critical to a target of similar or smaller size in a single Melee Action as long as it overcomes the target’s Vigor.
Winning Stance
Type: Reaction
Risk: Weapon +9
Effect: Parry or block an attack, then perform a Counter Attack and Disarm in a single melee reaction.
Grace
Type: Action
Risk: 10 (on activation only)
Effect: All Actions and Reactions are performed at Prime Grit while the ability is active regardless of circumstance.
Stealth
Execute lethal attacks and fully leverage Stealth.
Requirements: Light Melee Weapons or Unarmed Combat or Improvised Weapons, Stealth.
Shadow Move
Cheat Strike
Dark Strike
Close Strike
Dispense
Rogue Shield
Red Strike
Sudden Strike
Lethal Touch
Shadow Walk
Shadow Move
Type: Action
Risk: Hide +1
Effect: Perform a Hide action, temporarily reducing nearby targets’ Perception Levels by 2, making the Hide roll easier.
Cheat Strike
Type: Action
Risk: Weapon +2
Effect: Deals Damage that also encumbers the target by forcing -1 Grit Level due to discomfort that requires an action to treat (5 Difficulty).
Dark Strike
Type: Action
Risk: Weapon +3
Effect: Deals Damage with an additional 1D10 Bonus Die Damage upon success.
Close Strike
Type: Action
Risk: Weapon +4
Effect: Deals Damage & Grapples in a single Melee Action.
Dispense
Type: Action (Grapple)
Risk: Grapple +5
Effect: Deals x2 Damage upon success.
Rogue Shield
Type: Reaction
Risk: Weapon +6
Effect: Parry or Block an attack & Steal the attacker’s Weapon in a single Melee Reaction.
Red Strike
Type: Action
Risk: Weapon +7
Effect: Deals 25 Points of Damage upon Success (no Critical).
Sudden Strike
Type: Action
Risk: Weapon +8
Effect: Deals damage without triggering a reaction and without requiring Stealth.
Lethal Touch
Type: Action (Grapple)
Risk: Grapple +9
Effect: Instantly kills by snapping the neck of a grappled target, provided the attack overcomes their Vigor.
Shadow Walk
Type: Action (Active)
Risk: 10
Effect: All Attacks are considered Stealth Attacks automatically while sustaining Shadow Walk. However, the character remains visible for attacks.
Using Skills
Overview
Skills differ in type and usage. Some skills are simple actions used in combat, while others require time, tools, and components. Skills are performed by rolling against a difficulty or another target. The Game Master decides if the roll is affected by Grit, which represents a character’s overall performance. Skills that take time are measured in Effective Hours. Additionally, characters can use skills they don’t own (Untrained) but with a die penalty of 2 Grit levels.
Synergy Rolls
Characters can collaborate for more effective Skill Rolls. When two or more characters work together, they gain a +1D10 Core Die to their Skill Roll. To perform a Synergy Roll, all characters must have the same skill, even if it’s at different levels.
Adventuring Skills
Adventuring Skills will allow you to face any challenges you come across outside of combat. Adventuring Skills develop differently according to their nature and cannot be chosen when Leveling Up. Adventuring Skills consist of three sub-categories.
Survival
Lore
Utility
Survival Skills
(Skills can be unlocked in any order)
Survival Skills will help you deal with the dangers of the wilderness. No matter where you’re going, you’ll always need to learn some basic skills when traveling outside cities. Each character can develop Survival Skills through Practice. It takes 10 Effective Hours to learn a new skill, or it can be chosen by Starting Characters.
Blind Fighting
Climbing
Food Gathering
Herbalism
Observation
Riding
Stealth
Swimming
Tracking
Traveling
Blind Fighting
Effective Hours: -
Untrained: N/A
Effect: Negates Grit penalties caused by Fog or Darkness. It requires 2 consecutive Actions to be activated and lasts for 1D10 Rounds.
Climbing
Effective Hours: -
Untrained: -2 Grit Levels
Effect: Allows the use of Mobility for climbing upon success. Only challenging climbs should require a Climbing Check.
Food Gathering
Effective Hours: 1
Untrained: -2 Grit Levels
Effect: Retrieves portion of food per Check via hunting, fishing, or foraging. 1 Check requires 1 hour.
1: Fail
2-5: 1 Ration
6-10: 2 Rations
11-15: 3 Rations
16-20: 4 Rations
Herbalism
Effective Hours: 1
Untrained: -2 Grit Levels
Effect: Allows for the gathering and direct use of beneficial herbs. Each search yields a random selection of herbs. It can also be used to locate a specific herb by rolling against a standard Difficulty of 5 or an environment-based difficulty.
Roll 1D20 for Type & then Roll 1D10 for Quantity:
1-4: Red Herbs
5-8: Blue Herbs
9-12: Yellow Herbs
13-16: White Herbs
17-20: Black Herbs
Direct Use: Use 1 Effective Hour and any combination of 10 Herbs to produce one of the following effects:
1. Hearthfire Tonic: +1 Insulation (8 hours).
2. Remedy Brew: If the target has consumed this tonic, the healer gains a +1D10 Core Die to their Medicine Check.
3. Traveler’s Tonic: Reduces Fatigue-related Grit penalties by 50%.
Observation
Type: Action
Untrained: -2 Grit Levels
Effect: Allows detection of concealed elements such as hidden doors, characters or traps.
Riding
Effective Hours: -
Untrained: -2 Grit Levels
Effect: Allows mounted combat mode. Details are provided in the Mounted Combat Mode section.
Stealth
Effective Hours: -
Untrained: -2 Grit Levels
Effect: Enables Hide Action to enter Stealth mode.
Swimming
Effective Hours: -
Untrained: -2 Grit Levels
Effect: Allows the use of Mobility for swimming upon success. Held equipment and armor reduce a character’s Grit by 1 and 2 Levels accordingly.
Tracking
Effective Hours: 1 (Scouting)
Untrained: -2 Grit Levels
Effect: The ability to track targets and identify footprints. A successful check provides information about the target’s location and details about their nature and current state. This basic use of the skill happens instantly.
Scouting: Tracking can also be used for Scouting, spending 1 Effective Hour to reveal potential Encounters, allowing adventurers to prepare in advance without being noticed.
Traveling
Effective Hours: 1
Untrained: -2 Grit Levels
Effect: Allows traveling from point A to point B while avoiding encounters, and provides insight into the types of encounters that may occur in each location. It can also be used to locate a shelter in the wilderness.
Lore Skills
(Skills can be unlocked in any order)
Lore skills will give you the knowledge you need to become wise and educated about the world. You can get Lore Skills in the game by reading books, and it takes 10 Effective Hours to Research each Skill. Players can also choose Lore Skills for their Starting Characters.
Culture
Dimensions
Divination
History
Items
Languages
Monsters
Nature
Necropsy
Religion
Culture
Effective Hours: -
Untrained: -2 Grit Levels
Effect: Knowledge of cultures, customs, laws, and other relevant topics.
Dimensions
Effective Hours: -
Untrained: -2 Grit Levels
Effect: Knowledge of dimensions, and constellations.
Divination
Effective Hours: 1
Untrained: N/A
Effect: The ability to read omens and make vague predictions about the future. For example, a successful Divination check can provide insight into a potential traveling encounter, indicating whether it will be hostile or not. Diviners are often recipients of visions, as determined by the Game Master.
History
Effective Hours: -
Untrained: -2 Grit Levels
Effect: Knowledge of historical facts, factions and locations.
Items
Effective Hours: -
Untrained: -2 Grit Levels
Effect: The ability to identify items, estimate their value, and learn their properties.
Languages
Effective Hours: -
Untrained: N/A
Effect: The ability to comprehend languages of distant kingdoms.
Monsters
Effective Hours: -
Untrained: N/A
Effect: Knowledge of monsters, including their strengths, weaknesses, and effective strategies for dealing with them.
Nature
Effective Hours: -
Untrained: N/A
Effect: Knowledge of nature, animals, plants and the elements. It can also be used to predict the next day’s weather.
Necropsy
Effective Hours: 1 (Harvesting)
Untrained: -2 Grit Levels
Effect: Determines causes of death and enables harvesting monster organs and blood for components.
Religion
Effective Hours: 1 (Prayer)
Untrained: -2 Grit Levels
Effect: Knowledge of religions, the Gods, and religious customs. It also gives access to Offerings and Prayer. Praying offers one of the following effects.
1-10: +10 Grit for 24 hours
11-15: +20 Grit for 24 hours
16-20: +1 Karma
Utility Skills
(Skills can be unlocked in any order)
Utility Skills will give you the knowledge you need to overcome certain challenges when adventuring in difficult places. Each character can develop Utility Skills through Practice. It takes 10 Effective Hours to learn a new skill, or it can be chosen by Starting Characters.
Acrobatics
Dancing
Disguise
Insight
Mechanics
Meditation
Music
Painting
Persuasion
Steal
Acrobatics
Effective Hours: -
Effect: The ability to perform acrobatic maneuvers. It also merges certain combinations into 1 Action such as Move & Jump.
Dancing
Effective Hours: -
Untrained: -2 Grit Levels
Effect: Allows dancing performance for cultural or ceremonial purposes. Spending 1 Effective Hour for Dancing will grant you the Spirited Condition.
Disguise
Effective Hours: -
Untrained: -2 Grit Levels
Effect: The ability to change your appearance by using props such as wigs and paints included in a Disguise Kit.
Insight
Effective Hours: -
Effect: The ability to detect the motives of other people or the truth in their words.
Mechanics
Effective Hours: -
Untrained: N/A
Effect: The ability to operate contraptions, remove or set traps and open locks.
Meditation
Effective Hours: 1
Untrained: -2 Grit Levels
Effect: Increases total Grit by X Points for the day or generates related Catalysts.
Music
Effective Hours: 1
Untrained: -2 Grit Levels
Effect: The ability to play music for artistic expression or ceremonial purposes. It can also be used as a Reaction to counter Magical Effects related to Music and sound. Spending 1 Effective Hour for Music will grant the Spirited Condition to you and your allies.
Painting
Effective Hours: 1
Untrained: -2 Grit Levels
Effect: The ability to paint for artistic expression or ceremonial purposes.
Persuasion
Effective Hours: -
Effect: The ability to persuade other people, manipulate, intimidate or charm them.
Steal
Effective Hours: -
Effect: The ability to steal items from a target without them noticing.
Craft Skills
Craft Skills enable you to craft items that enhance your strengths and help you overcome weaknesses. Craft Skills must be Tutored exclusively in Settlements by teachers for characters to acquire their first skill, or they can be chosen by Starting Characters. Afterward, each craft can be further developed through Practice to gain more levels. Both processes require 10 Effective Hours for each skill unlocked.
There are three Crafting subcategories that can be developed in-depth to grant you access to recipes and techniques.
Blacksmithing
Artisanry
Medicine
Blacksmithing
(Skills must be unlocked sequentially)
Blacksmithing will allow you to craft weapons, armor, shields, and other valuable items. Increase your skill to enhance the quality and range of your creations.
Basic Smithing
Common Bowyering
Common Weaponsmithing
Common Armorsmithing
Premium Bowyering
Premium Weaponsmithing
Premium Armorsmithing
Supreme Bowyering
Supreme Weaponsmithing
Supreme Armorsmithing
About Blacksmithing
All creations require a Blacksmith’s Kit and Effective Hours. To complete a creation a Blacksmithing Roll must be made against the Difficulty of each creation.
Basic Smithing
Difficulty: 4
Effective Hours: 1
Effect: The ability to repair items and craft tools and toolkits. Repairing items requires 1 Effective Hour per item.
Common Bowyering
Difficulty: 6
Effective Hours: 6
Effect: The ability to craft various types of bows of common quality. The same effective hours can be used to craft 24 arrows, bolts or bullets.
Common Weaponsmithing
Difficulty: 6
Effective Hours: 6
Effect: The ability to craft various types of weapons of common quality.
Common Armorsmithing
Difficulty: 6
Effective Hours: 6
Effect: The ability to craft various types of armor of common quality.
Premium Bowyering
Difficulty: 8
Effective Hours: 8
Effect: The ability to craft various types of bows of premium quality.
Premium Weaponsmithing
Difficulty: 8
Effective Hours: 8
Effect: The ability to craft various types of weapons of premium quality.
Premium Armorsmithing
Difficulty: 8
Effective Hours: 8
Effect: The ability to craft various types of armor of premium quality.
Supreme Bowyering
Difficulty: 10
Effective Hours: 10
Effect: The ability to craft various types of bows of supreme quality.
Supreme Weaponsmithing
Difficulty: 10
Effective Hours: 10
Effect: The ability to craft various types of weapons of supreme quality.
Supreme Armorsmithing
Difficulty: 10
Effective Hours: 10
Type: Non Combat Skill
Effect: The ability to craft various types of armor of supreme quality.
Artisanry
(Skills must be unlocked sequentially)
Artisanry will allow you to craft adventuring items such as backpacks but also fine jewelry such as rings and amulets.
Adventuring Items
Common Bracers
Common Rings
Common Amulets
Premium Bracers
Premium Rings
Premium Amulets
Supreme Bracers
Supreme Rings
Supreme Amulets
About Artisanry
All creations require an Artisanry Kit and Effective Hours. To complete a creation an Artisanry Roll must be made against the Difficulty of each creation.
Adventuring Items
Difficulty: 5
Effective Hours: 3
Effect: The ability to craft any type of adventuring item such as backpacks, quickbelts, lanterns and more. The full list of items can be found in the Adventuring Items Table at the end of this book.
Common Bracers
Difficulty: 6
Effective Hours: 3
Effect: The ability to craft Bracers of common quality.
Common Rings
Difficulty: 6
Effective Hours: 3
Effect: The ability to craft Rings of common quality.
Common Amulets
Difficulty: 5
Effective Hours: 3
Effect: The ability to craft Amulets of common quality.
Premium Bracers
Difficulty: 8
Effective Hours: 4
Effect: The ability to craft Bracers of premium quality.
Premium Rings
Difficulty: 8
Effective Hours: 4
Effect: The ability to craft Rings of premium quality.
Premium Amulets
Difficulty: 8
Effective Hours: 4
Effect: The ability to craft Amulets of common quality.
Supreme Bracers
Difficulty: 10
Effective Hours: 6
Effect: The ability to craft Bracers of supreme quality.
Supreme Rings
Difficulty: 10
Effective Hours: 6
Effect: The ability to craft Rings of supreme quality.
Supreme Amulets
Difficulty: 10
Effective Hours: 6
Effect: The ability to craft Amulets of supreme quality.
Medicine
(Skills must be unlocked sequentially)
Medicine Skills will allow you to treat wounds and injuries and create Salves and Tonics for protection.
First Aid
Common Healing
Common Brewing
Common Infusing
Premium Healing
Premium Brewing
Premium Infusing
Supreme Healing
Supreme Brewing
Supreme Infusing
About Medicine
Medicine requires Components and the use of Effective Hours, either for crafting medicinal items or treating patients in and out of combat. It uses Herbs as the base for its components and converts them to Tonics and Salves via different processes.
First Aid
Difficulty: By Condition
Effective Hours: -
Effect: Action that cures a number of Conditions that occur mostly during combat.
Common Healing
Difficulty: By Condition or Disease
Effective Hours: 3
Effect: Healing treatment that remedies several Conditions and Diseases.
Common Brewing
Difficulty: 10
Effective Hours: 3
Effect: The healer can brew different types of Tonics by combining Herbs of different Colors in a Cauldron. Each color requires 5 Herbs. Each tonic’s effect depends on its color, and the herbs must be perfectly balanced. For example, a Purple Tonic requires 5 Red Herbs and 5 Blue Herbs. Tonics are drinkable essences.
Common Infusing
Difficulty: 10
Effective Hours: 3
Effect: The healer can turn Tonics into Salves using a method called Infusion. By cooking a Tonic again in a Cauldron, the healer can create a Salve designed to be applied on someone’s body for protection.
Premium Healing
Difficulty: By Condition or Disease
Effective Hours: 2
Effect: Healing treatment that remedies several serious Conditions and Diseases.
Premium Brewing
Difficulty: 8
Effective Hours: 2
Effect: The healer can brew faster and more effectively.
Premium Infusing
Difficulty: 8
Effective Hours: 2
Effect: The healer can infuse faster and more effectively.
Supreme Healing
Difficulty: By Condition or Disease
Effective Hours: 1
Effect: Healing treatment that remedies several dreadful Conditions and Diseases.
Supreme Brewing
Difficulty: 6
Effective Hours: 1
Effect: The healer can brew faster and more effectively.
Supreme Infusing
Difficulty: 6
Effective Hours: 1
Effect: The healer can infuse faster and more effectively.
Advanced Domains
Overview
Advanced Domains allow you to delve into complex fields formed by combining multiple skills. They can only be learned through various Research Methods and require 10 Effective Hours per skill level.
Research Methods vary based on the Domain, ranging from studying Skillbooks to independent Exercise without a book.
Arcane & Martial Disciplines
Advanced Domains are divided into two primary categories: Arcane Disciplines and Martial Disciplines.
Arcane Disciplines encompass fields that involve the study, manipulation, or channeling of magical forces. These domains often require spellcasting abilities and access to other mystical tools.
Martial Disciplines by contrast, focus on physical mastery, tactical expertise, or non-magical skills developed through experience, training, and discipline. They do not require spellcasting and instead emphasize combat technique, battlefield strategy, or specialized physical practices.
Alchemy
(Skills must be unlocked sequentially)
Alchemy will allow you to create powerful Elixirs, Bombs and Balms via different processes.
Requirements: Spellcasting, Monsters, Medicine (3).
Research Method: Skillbook.
About Alchemy
Alchemy requires Components & Effective Hours to create essences. Most components are found in Monster Blood which can be harvested and stored in vials.
Common Transmuting
Common Catalysis
Common Distilling
Premium Transmuting
Premium Catalysis
Premium Distilling
Supreme Transmuting
Supreme Catalysis
Supreme Distilling
Peak Transmuting
Common Transmuting
Difficulty: 10
Effective Hours: 6
Effect: The Alchemist can turn Monster Blood into a powerful Elixir, with properties based on the blood’s origin. This Transmutation process requires a Cauldron.
Common Catalysis
Difficulty: 10
Effective Hours: 3
Effect: The Alchemist can turn Elixirs into Bombs using a method called Catalysis, by cooking an Elixir again in a Cauldron.
Common Distilling
Difficulty: 10
Effective Hours: 3
Effect: The Alchemist can turn Elixirs into Balms using a method called Distilling, by cooking an Elixir again in a Cauldron. A Balm is designed to en-coat someone’s weapon with powerful effects.
Premium Transmuting
Difficulty: 8
Effective Hours: 4
Effect: The Alchemist can transmute faster and more effectively.
Premium Catalysis
Difficulty: 8
Effective Hours: 2
Effect: The Alchemist can transmute faster and more effectively.
Premium Distilling
Difficulty: 8
Effective Hours: 2
Effect: The Alchemist can infuse faster and more effectively.
Supreme Transmuting
Difficulty: 6
Effective Hours: 2
Effect: The Alchemist can transmute faster and more effectively.
Supreme Catalysis
Difficulty: 6
Effective Hours: 1
Effect: The Alchemist can transmute faster and more effectively.
Supreme Distilling
Difficulty: 6
Effective Hours: 1
Effect: The Alchemist can infuse faster and more effectively.
Peak Transmuting
Difficulty: 12
Effective Hours: 3
Effect: Converts an essence into any other essence.
Bardic Combat
(Skills must be unlocked sequentially)
Bardic Combat will allow you to invoke powerful effects through music.
Requirements: Spellcasting, Music, Culture, Persuasion.
Research Method: Exercise.
About Bardic Combat
Bardic Combat offers valuable effects for the Bard and their allies. The Bard must possess a musical instrument or have a singing voice. Only 1 Song can be active at a time. The Bard cannot perform other actions while sustaining a song except for Movement. Sustained songs do not require further rolls to remain active but if Movement occurs the test must be repeated.
Song of Charm
Song of Bravery
Song of Darkness
Song of Luck
Song of Terror
Song of Haven
Heathen Charge
Note of Dreams
Song of Runik
Song of the Restless
Song of Charm
Type: Action
Risk: 1
Effect: Song that magically prevents a target within the Bard’s Perception from performing an aggressive Action for the current Round (Roll must exceed target’s Vigor).
Song of Bravery
Type: Action (Active)
Risk: 2
Effect: Song that offers protection from Fear, Confusion, Dishearten and Berserk conditions within a Ring Radius (5).
Song of Darkness
Type: Action (Active)
Risk: 3
Effect: Song that creates a magical Darkness that suppresses all sources of illumination within a Ring Radius (5). The Bard remains unaffected by the song’s effect.
Song of Luck
Type: Action (Active)
Risk: 4
Effect: Song that allows all allies within a Ring Radius (5) to roll Strong Dice.
Song of Terror
Type: Action (Active)
Risk: 5
Effect: Song that causes the effect of Fear to all enemies within a Ring Radius (5). The effect fades with the expiration of the song. A Vigor Roll is required between the Bard and any targets involved.
Song of Haven
Type: Action (Active)
Risk: 6
Effect: Song that causes anyone within a Ring Radius (5) to ignore the Bard and prevent them from performing any aggressive actions towards them.
Heathen Charge
Type: Action (Mobile)
Risk: 7
Effect: Deals Damage combined with Movement and a battlecry that causes Fear to all enemies within a Ring Radius (5). The Attack’s Roll must also overcome the Vigor of the Targets.
Note of Dreams
Type: Action
Risk: 8
Effect: Song that causes Unconsciousness to all enemies within a Ring Radius (5) for the current Round (Vigor Roll).
Song of Runik
Type: Action (Active)
Risk: 9
Effect: Song that prevents Spellcasting within a Ring Radius (5). However, spells cast outside the radius will function normally even if they land within the song’s area.
Song of the Restless
Type: Action (Active)
Risk: 10
Effect: Song that allows allies within a Ring Radius (5) to perform any Actions or Reactions without Risk.
Battle Dancing
(Skills must be unlocked sequentially)
Battle Dancing allows you to increase your strength and prowess by performing ceremonial dances during the battle. Dances are regular Actions that also utilize Charges. Only 1 Battle Dance effect can be active at a time.
Requirements: Dancing, Combat Style (1), Warfare (3).
Research Method: Exercise.
Battle Dancing Catalysts
Battle Dancing uses Dancing to generate Catalysts that will allow the use of combat abilities. 1 Effective hour of Dancing will generate 1D10 Battle Dancing Charges.
Guardian Dance
Snake Dance
Lion Dance
Titan Dance
Primal Dance
Owl Dance
Warrior Dance
Arcane Dance
Elemental Dance
Hero Dance
Guardian Dance
Catalyst: 1 Charge
Type: Action
Effect: Dance that raises Perception by 1 category for the battle.
Snake Dance
Catalyst: 2 Charges
Type: Action
Effect: Dance that raises Mobility by 1 category for the battle.
Lion Dance
Catalyst: 3 Charges
Type: Action
Effect: Dance that raises Threat by 1 category for the battle.
Titan Dance
Catalyst: 4 Charges
Type: Action
Effect: Dance that raises Vigor by 1 category for the battle.
Primal Dance
Catalyst: 5 Charges
Type: Action
Effect: Dance that raises Grit by 20 Points for the battle.
Owl Dance
Catalyst: 6 Charges
Type: Action
Effect: Dance that provides Moonvision for the battle (Nightvision in outdoor places).
Warrior Dance
Catalyst: 7 Charges
Type: Action
Effect: Dance that provides +5 Absorption for the battle.
Arcane Dance
Catalyst: 8 Charges
Type: Action
Effect: Dance that imposes a -1 Grit Level penalty to spells cast against you for the battle.
Elemental Dance
Catalyst: 9 Charges
Type: Action
Effect: Dance that protects against 50% of Damage dealt by Elemental attacks as well as their Critical Effects for the battle.
Hero Dance
Catalyst: 10 Charges
Type: Action
Effect: Dance that protects against Critical effects dealt by physical attacks for the battle.
Druidism
(Skills must be unlocked sequentially)
Druidism allows you to perform rituals that harness the primal forces of nature to shape the environment and commune with the natural world. Druidic rituals take place outside of combat and require Druidism Charges to be used.
Requirements: Spellcasting, Divination, Nature.
Research Method: Skillbook.
Druidism Catalysts
Druids must spend 1 Effective Hour at night drawing power from the phases of the moon to generate 1D10 Druidism Charges.
Illumination
Pyromancy
Rain Calling
Snow Summoning
Wind Whisper
Storm Calling
Spirit Binding
Animal Shape
Ancestor Communion
Sacred Grove
Illumination
Catalyst: 1 Charge
Effective Hours: -
Effect: The ritual allows you to apply an illumination effect upon an item for 1D10 hours by charging it with solar energy. The light radiates in a Field Area (5).
Pyromancy
Catalyst: 2 Charges
Effective Hours: 1
Effect: The ritual allows divination regarding a specific person. By casting an organic component into the fire (hair, nails, skin, bone), the caster can learn certain information about the person of interest. The more components cast into the fire, the more details should become available (Game Master’s preference).
Rain Calling
Catalyst: 3 Charges
Effective Hours: 1
Effect: This spell causes the effect of rain over a specific area. The rain will start to fall within a few minutes after the completion of the spell, depending on the environmental conditions of the place, and will last for 1D10 hours. The area of effect covers 1d10x1000 square meters from where the caster stands. The spell can also be used to stop the rain in the same area of effect.
Snow Summoning
Catalyst: 4 Charges
Effective Hours: 1
Effect: This spell causes the effect of Snow over a specific area and works exactly in the same manner as Rain. The same ritual can stop Snow and Light Snow weather.
Wind Whisper
Catalyst: 5 Charges
Effective Hours: 1
Effect: This spell allows the caster to carry out verbal messages through the wind. The length of the message cannot exceed that of a few sentences and the distance it can cover is estimated at 1d10x100 kilometers. The largest the distance the more likely the message to be distorted.
Storm Calling
Catalyst: 6 Charges
Effective Hours: 1
Effect: This spell will gradually unleash a storm over a specific area. The effect will begin with heavy rain and rising winds shortly after the completion of the spell. The spell will climax with a series of thunderbolts striking at random places within the area of effect. The spell lasts for 1D10 hours and covers an area of 1D10x1000 square meters from where the caster stands. It can also reverse the effect of an active Storm in the area.
Spirit Binding
Catalyst: 7 Charges
Effective Hours: 1
Effect: This ritual allows the caster to bind a minor nature spirit to a location, granting it special properties. The bound spirit (which answers only to the Druid) can provide minor magical effects such as protection, enhanced growth, or a watchful presence. In combat, the Spirit takes the form of a Lingering Spirit, and if it is destroyed, the ritual must be repeated.
Animal Shape
Catalyst: 8 Charges
Effective Hours: -
Effect: This spell allows the caster to shapeshift into a specific animal for 1D10 hours. The animal form can be used for scouting, traveling, or escaping danger. The caster retains their mental faculties and can revert to their original form at will.
Ancestor Communion
Catalyst: 9 Charges
Effective Hours: 1
Effect: This ritual allows the caster to communicate with ancestral spirits. The spirits can provide guidance, wisdom, and knowledge from the past. The ritual requires a personal item from the ancestor and takes place in a sacred location.
Sacred Grove
Catalyst: 10 Charges
Effective Hours: 1
Effect: This powerful ritual creates a temporary sacred grove in any natural area. Within this grove, the caster and allies receive enhanced healing, protection from evil spirits, and increased magical power. The grove lasts for 1D10 hours and covers a radius of 1D10x10 meters. The Grove’s properties are the following:
Caster & Allies are always on Prime Grit.
Caster receives automatic healing of 1D10/Round.
Caster & Allies receive a bonus of +10 on Withering Rolls.
Spirits of evil nature cannot enter.
Caster & Allies cannot be surprised while in the Grove.
ESP
(Skills must be unlocked sequentially)
ESP allows you to develop telepathic and telekinetic abilities to control the mind and matter via more intense and powerful rituals.
Requirements: Spellcasting, Meditation, Insight, Divination.
Research Method: Skillbook.
ESP Catalysts
ESP uses Meditation to generate Catalysts. 1 Effective Hour of Meditation produces 1D10 ESP Charges. Certain powerful rites will cause permanent Grit loss.
Telepathy
Mind Read
Erase Memory
Anibrain
Astral Projection
Teleportation
Parallel Gates
Mental Barrier
Change Body
Energy Vessel
Telepathy
Catalyst: 1 Charge
Effective Hours: -
Effect: The rite allows you to convey a telepathic message to a target anywhere in the world. The duration of the message is 1D20 seconds. During that time, the target may reply telepathically, should they understand the process.
Mind Read
Catalyst: 2 Charges
Effective Hours: -
Effect: The rite allows you to read the mind of another target within line of sight via a Vigor Roll. The caster may perform the same rite 3 times upon a target upon successful, consecutive Rolls to dig deeper into their brain. One failed Roll is enough to cancel the process completely.
1. Surface Thoughts: Contains thoughts and memories of the current day.
2. Core Thoughts: Contains thoughts and memories of the past 10 years.
3. Deep Thoughts: Contains all memories, even compressed or forgotten by the target.
Erase Memory
Catalyst: 3 Charges
Effective Hours: -
Effect: The rite allows you to partly, or completely, erase the memory of another target. The rite requires the target to be submitted to the caster. A successful Vigor Roll will complete the process. The rite can be attempted only once per target.
Anibrain
Catalyst: 4 Charges
Effective Hours: 1
Effect: The rite allows you to grant life and intelligence to one item as a very special enchantment. The item gains basic intelligence and develops a specific personality (Game Master’s preference). Additionally, the living item will become usable only by the caster and will refuse to function for anyone else.
Astral Projection
Catalyst: 5 Charges
Effective Hours: -
Effect: The rite allows the caster to exit their body and travel in Ethereal form with X10 Movement rate and the ability to fly. During this time, the caster’s body remains vulnerable and in an Oblivious state. The rite lasts for 1D20 minutes.
Teleportation
Catalyst: 6 Charges, 1 Grit Permanently
Effective Hours: -
Effect: The rite allows teleportation of a (consenting) target anywhere, instantly. The target destination cannot be unknown.
Parallel Gates
Catalyst: 7 Charges, 1D10 Grit permanently
Effective Hours: 1
Effect: This rite opens 2 Gates, an origin and a (known) destination gate of the caster’s preference. Anyone can teleport in and out of the Gates for 1D10 hours.
Mental Barrier
Catalyst: 8 Charges
Effective Hours: -
Effect: This rite allows you to fortify your brain and gain Mental Immunity for a whole day.
Change Body
Catalyst: 9 Charges
Effective Hours: 1
Effect: This rite allows you to swap bodies with another target. The target body must be completely submitted to the caster. The rite requires a successful Vigor Roll against the target, and can only occur once per target. Upon success, the rite will allow you to exchange Attributes and Racial Features permanently. It will also restore permanent Grit Damage and Injuries.
Energy Vessel
Catalyst: 10 Charges
Effective Hours: -
Effect: This rite allows you to create a vessel out of a living target. The target must be restrained and completely submitted to the caster. The rite will destroy the brain, thought process and intelligence of the target and will create a living object that follows the caster’s will blindly. Each vessel has a basic Grit of 30 Points and the native Attributes of their Race. Vessels operate as life banks for the caster. Unless they are killed first, the caster cannot be harmed at all. The caster can create as many vessels as they wish, but the death of each vessel will reduce the caster’s Total Grit by 5 Points permanently.
Necromancy
(Skills must be unlocked sequentially)
Necromancy allows you to perform rituals that connect the world of the living with the world of the dead. Necromancy rituals take place outside of combat and require catalysts to be used.
Requirements: Spellcasting, Divination, Necropsy, Dimensions.
Research Method: Skillbook.
Necromancy Catalysts
Necromancy uses sophisticated organ harvesting to generate Catalysts that will allow the use of its rituals. 1 hour of Necropsy will generate 1D10 Necromancy Charges. Certain powerful rites will cause permanent Grit loss.
Language of the Dead
Spirit Call
Last Time
Degeneration
Soul Trap
Possession
Raise Dead
Restoration
Resurrection
Phylactery
Language of the Dead
Catalyst: 1 Charge
Effective Hours: -
Effect: Allows communication with the spirit of a dead target for 1D10 minutes.
Spirit Call
Catalyst: 2 Charges
Effective Hours: -
Effect: Allows communication with a Spirit. The rite is usually made in order to ask a favor from a Spirit. The Spirit can perform a minor task such as opening a door that characters have no access to or spying on someone. Both the services and the rewards requested by the spirit for the deed fall under the Game Master’s discretion.
Last Time
Catalyst: 3 Charges
Effective Hours: -
Effect: This ritual allows you to witness the last minutes of a dead target in the first person. The experience will look and feel real and will cover the last 30 minutes of the target’s life, stopping at the moment of death.
Degeneration
Catalyst: 4 Charges
Effective Hours: 3
Effect: This ritual is a long and dangerous process that will inflict a powerful Curse upon another target. The Caster needs to possess an organic item from the target (hair, piece of their nails, skin) and use it as a component. Upon performing the rite, the target must make a Roll against the target’s Vigor. Upon success, the target begins to suffer severe side effects that will worsen over time. The process is gradual and is divided into stages. At first, the target’s body will gradually become frail and ill. Over the first hours they will show signs of severe illness. In the next few days, the body of the target will start to malfunction, triggering a decaying effect that will result in the destruction of the skin, hair and nails and afterward of vital organs. The target will die within a period of 1d20 days. For every day that passes, the target has a chance to overcome the curse by repeating the same Vigor Roll.
Soul Trap
Catalyst: 5 Charges
Effective Hours: 1
Effect: This spell allows the caster to trap the soul of a defeated person and use it to enhance their power. The target must still be alive for the spell to work, incapacitated and weakened. The ritual will grant the caster one of the bonuses below. The effects will remain for as long as the caster wishes. Only one soul may remain captivated within the caster. The caster is free to release the soul and capture new ones for different results.
List of effects (1D10):
1: Threat increases by 1 category.
2: Mobility increases by 1 category.
3: Vigor increases by 1 category.
4: Perception increases by 1 category.
5: Risks drop by 1 Point.
6: Grit increases by 10 Points.
7: Grit increases by 20 Points.
8: Experience gains receive +1D10 bonus.
9: Karma gains are doubled.
10: Karma gains are tripled.
Possession
Catalyst: 6 Charges
Effective Hours: 1
Effect: This spell requires a living intelligent target, unable to react during the process. The caster creates an invisible bond between them and the target. Upon completion, the caster rolls against the target’s Vigor to begin the possession. The spell will be imprinted upon their brain and grant dominion to the caster. Only one Roll is allowed per target. The target will retain their consciousness and mental integrity, but is forced to submit to the will of the caster for a duration of 1D10 days, until the spell expires or is reversed by other means. The target becomes controllable by the Player as a second character.
Raise Dead
Catalyst: 7 Charges
Effective Hours: 1
Effect: This spell allows the caster to create an undead minion out of a corpse. The corpse becomes animated by the caster’s power and serves their will until destroyed, released or the caster is dead. Risen corpses become Dwellers with the default properties of a Dweller, completely controlled by the caster.
Restoration
Catalyst: 8 Charges
Effective Hours: 1
Effect: This ritual will heal all severe injuries from a target. This includes broken bones, amputated limbs and any other form of injury or physical condition.
Resurrection
Catalyst: 9 Charges, 1D20 Grit permanently
Effective Hours: 3
Effect: This spell restores a dead target to life. The target returns in the same state as they were before death in terms of injuries, amputations, deformations etc. The longer the state of death, the bigger the memory loss restored targets will suffer.
Phylactery
Catalyst: 10 Charges
Effective Hours: 3
Effect: This spell creates a unique enchantment that can be placed into an item. The enchanted item stores the soul of the caster. The caster trusts their essence to the survival of the item. If the caster suffers a type of death (any kind), the soul retreats to the item instead of traveling to the plane of the dead, and remains kept inside its phylactery. As long as the item remains safe and unharmed, the essence of the caster stays alive and can regain physical form within 1D10 days after their death. If the phylactery is destroyed during that period however, the caster suffers a true death. If the phylactery is destroyed while the caster is alive, they suffer a -50% Experience Penalty to their Mastery.
Oneiromancy
(Skills must be unlocked sequentially)
Oneiromancy allows you to perform deeds within the realm of dreams. It also provides the seer with useful divinations through dreams.
Requirements: Spellcasting, Divination, Food Gathering, Insight.
Research Method: Skillbook.
Oneiromancy Catalysts
Oneiromancy uses mushrooms as catalysts through Food Gathering. These mushrooms are consumed before sleep and provide visions and answers to the seer as they dream. All the abilities of the Seer are performed during his sleep. 1 Effective Hour of Food Gathering will generate 1D10 Oneiromancy Charges.
Riddler’s Dream
Haunting Dream
Astral Dream
Shadow Dream
Chrono Dream
Real Vision
Viscera
Borrowed Eyes
Good Omens
Lethal Dream
Riddler’s Dream
Catalyst: 1 Charge
Effective Hours: -
Effect: The seer receives an answer to a puzzling question (Game Master’s preference) in a dream.
Haunting Dream
Catalyst: 2 Charges
Effective Hours: -
Effect: The seer can enter another target’s dream and convey a message.
Astral Dream
Catalyst: 3 Charges
Effective Hours: -
Effect: The seer can travel in Astral Form during sleep for 1D20x10 minutes with X10 Movement Rate. During this time, they are considered Ethereal.
Shadow Dream
Catalyst: 4 Charges
Effective Hours: -
Effect: The seer can travel in Astral Form during sleep for 1D20x10 minutes with X10 Movement Rate. They can then wake up at the destination covered while traveling, performing a form of teleportation.
Chrono Dream
Catalyst: 5 Charges
Effective Hours: -
Effect: The Seer travels to the past as an observer for 1d20 minutes during sleep. The Seer can witness events but cannot intervene.
Real Vision
Catalyst: 6 Charges
Effective Hours: -
Effect: The seer consumes mushrooms before sleep and gains Mental Immunity for the following Day.
Viscera
Catalyst: 7 Charges
Effective Hours: -
Effect: The Seer can create a replica of themselves in shadow form to perform a deed during the night. The spawned creature is controlled by the character and has the properties of a Lingering Spirit and can act autonomously for the duration of the Seer’s sleep. Destruction of the spirit will awaken the Seer.
Borrowed Eyes
Catalyst: 8 Charges
Effective Hours: -
Effect: The Seer can see through the eyes of the desired target (through a Vigor Roll) for 1D20 minutes, as long as the recipient of the ability is awake.
Good Omens
Catalyst: 9 Charges
Effective Hours: -
Effect: The Seer cleanses their aura and gains a bonus of +20 Grit for the following day and +1 Karma Point.
Lethal Dream
Catalyst: 10 Charges
Effective Hours: -
Effect: The Seer can enter the dream of another target (through a Vigor Roll) and confront them in combat, while both of them are dreaming. Combat occurs in a dream setting where both characters involved can use their normal abilities. Any wounding or killing that might occur will apply in normal life as well.
Runecraft
(Skills must be unlocked sequentially)
Runecraft will allow you to place magical effects on items by carving runes upon their surfaces.
Requirements: Spellcasting, Blacksmithing (2), Items.
Research Method: Skillbook.
About Runecraft
Runecraft requires Effective Hours to carve runes onto various types of items. These items are categorized by their Type and Quality. The quality of an item affects the number of runes it can sustain, while the item type determines the nature of the rune. Failing to enchant an item necessitates a Durability Check.
Item Quality
Common Items: 1 Enchantment Slot.
Premium Items: 2 Enchantment Slots.
Supreme Items: 3 Enchantment Slots.
Hosts
A host is any item chosen for enchantment, though certain runes provide unique effects when applied to specific types of items.
Item Types
Weapons: Any type of weapon.
Armor: Armor, Shields, Gauntlets, Helms.
Accessories: Rings, Amulets, Cloaks, Belts, Boots, Bracers, Robes, Gloves.
Compatibility
Each Rune is compatible with one or more of the categories above. Therefore, Enchanters can make effective combinations according to the nature of each item.
Rune Types
Rune types are similar to magic domains, offering variations of common spells. They function as enchantments that can be used periodically (typically once per day), as Actions or Reactions (with a contested roll), or passively as active enhancements. Each level of Runecraft allows the enchanter to choose one new Rune of their preference.
Common Runes
Fire
Ice
Thunder
Wind
Core
Blood
Nature
Death
Theurgy
Time
Iron
Wood
Illusion
Light
Runecraft Overview
1st Rune
2nd Rune
3rd Rune
4th Rune
5th Rune
6th Rune
7th Rune
8th Rune
9th Rune
10th Rune
Learning Runes
Each Runecraft Level grants knowledge over 1 Rune. However, with each Rune, the Enchanter automatically learns 6 Variations. For Example, if the Enchanter selects the Fire Rune, they get the Inferno, Flame, Ember, Pyre, Comet and Blaze Runes.
Enchanting
The process of Enchanting is similar for all types of Runes. Therefore, the requirements are the same regardless of Rune.
Difficulty: 10
Effective Hours: 10
Effect: Carves one Rune upon an item.
Shamanism
(Skills are unlocked sequentially)
Shamanism allows you to develop your senses and increase your power by applying ceremonial Body Paint before important events and battles. Only 1 Shamanism effect can be active at a time and each effect lasts for 24 hours. The Shaman creates a paint that can be applied to up to 10 individuals, spending the Catalyst cost separately for each person.
Requirements: Spellcasting, Painting, Divination, Religion.
Research Method: Skillbook.
Shamanism Catalysts
Shamanism uses Painting to generate Catalysts that will allow the use of its abilities. 1 Hour of Body Painting will generate 1D10 Shamanism Charges.
Paint of Vision
Paint of Sanity
Paint of Spirithold
Paint of Spirithunt
Paint of Readiness
Paint of Deadhunt
Paint of Bloodstop
Paint of Monsterhunt
Paint of Resistance
Paint of Vigor
Paint of Vision
Catalyst: 1 Charge
Effective Hours: 1
Effect: Body paint offers the ability to detect Invisible characters and see in the dark.
Paint of Sanity
Catalyst: 2 Charges
Effective Hours: 1
Effect: Body paint offers protection against Fear, Berserk and Confusion Conditions.
Paint of Spirithold
Catalyst: 3 Charges
Effective Hours: 1
Effect: Body paint repels Spirits and prevents them from attacking affected targets.
Paint of Spirithunt
Catalyst: 4 Charges
Effective Hours: 1
Effect: Body paint offers the ability to deal X2 Damage with any means when fighting Spirits.
Paint of Readiness
Catalyst: 5 Charges
Effective Hours: 1
Effect: Body paint offers +1 Action per Round.
Paint of Deathhunt
Catalyst: 6 Charges
Effective Hours: 1
Effect: Body paint offers the ability to deal X2 Damage with any means when fighting Undead creatures.
Paint of Bloodstop
Catalyst: 7 Charges
Effective Hours: 1
Effect: Body paint offers protection from Critical effects dealt by weapons.
Paint of Monsterhunt
Catalyst: 8 Charges
Effective Hours: 1
Effect: Body paint offers the ability to deal X2 Damage with any means when fighting Beasts.
Paint of Resistance
Catalyst: 9 Charges
Effective Hours: 1
Effect: Body paint offers protection from Magical Damage reducing any Damage dealt by spells by 50%.
Paint of Vigor
Catalyst: 10 Charges
Effective Hours: 1
Effect: Body paint disables Risk factors for all abilities.
Spellblade
(Skills are unlocked sequentially)
Spellblade allows you to combine magic and warfare and perform maneuvers that benefit from both combat styles.
Requirements: Spellcasting, Combat Casting, Light Melee Weapons, Warfare (1).
Research Method: Exercise.
About Spellblade
Spellblade offers maneuvers of enchanted blows by imbuing energy into one-handed melee weapons and releasing it against any enemies, even at distant ranges.
Arcane Strike
Arcane Bash
Rune Blade
Cone Blade
Arcane Shield
Steel Ray
Arcane Chain
Steel Blast
Rune Reign
Queen’s Blade
Arcane Strike
Type: Action
Risk: Weapon +1
Effect: Deals Damage to a target up to 10 Tiles away.
Arcane Bash
Type: Action
Risk: Weapon +2
Effect: Deals Damage to a target up to 10 Tiles away and pushes them 1D10 Tiles further upon success.
Rune Blade
Type: Action
Risk: Weapon +3
Effect: Deals Damage and dispels any active (sustained by casters) magical effects of the target upon success.
Cone Blade
Type: Action
Risk: Weapon +4
Effect: Deals Damage to all targets within a Cone Radius (5) in front of the target (No Critical).
Arcane Shield
Type: Action (Active)
Risk: 5
Effect: Creates a protective layer of energy that inflicts a penalty of -1 Grit Level to any Spellcasting attempt targeting the character.
Steel Ray
Type: Action
Risk: Weapon +6
Effect: Deals Damage to all targets in a straight line up to 10 Tiles away.
Arcane Chain
Type: Action
Risk: Weapon +7
Effect: Deals Damage to 2 separate targets up to 10 Tiles away.
Steel Blast
Type: Action
Risk: Weapon +8
Effect: Deals Damage to all targets within a Field Radius (5) around a main target (No Critical).
Rune Reign
Type: Action
Risk: Weapon +9
Effect: Deals Damage to a target up to 10 Tiles away with an increased Critical of 3 Levels.
Queen’s Blade
Type: Action
Risk: Weapon +10
Effect: Deals Damage and disrupts any Spellcasting to the target for a whole Round.
Tactics
(Skills are unlocked sequentially)
Tactics allow you to position yourself and your allies on the battlefield to benefit from strategic advantages as a team.
Requirements: Insight, Combat Styles (1), Warfare (1), Persuasion.
Research Method: Skillbook.
Order
Fast Support
Placement
Lead
Tactical Retreat
Double Combo
Triple Combo
Phalanx
Shield Wall
Arcane Circle
Order
Type: Active
Effect: Allows the tactician to rearrange individual Advantage order between allies at the start of combat. This ability must be called once Advantage is rolled.
Fast Support
Type: Active
Effect: Allies providing certain Supporting Reactions (Flank, Surround, Enchant) no longer need to match or exceed the initiating roll’s result. Their support is automatically successful unless their roll falls within a Risk zone.
Placement
Type: Active
Effect: Allows the arrangement of allies on the field, anywhere within 5 Tiles from the tactician at the beginning of combat.
Lead
Type: Action
Effect: The tactician chooses to spend an Action so that all allies can get 1 potential Reroll on their next Action or Reaction.
Tactical Retreat
Type: Action
Effect: Allows a retreat Action from the battlefield for all allies by rolling a single Roll against a Difficulty specified by the Game Master. Allies must be willing to accept the order.
Double Combo
Type: Action
Effect: The tactician sacrifices an Action so that two other allies can perform an Action at the same time in their place. Involved characters must have spare Actions to utilize them on call.
Triple Combo
Type: Action
Effect: The tactician sacrifices one Action so that three other allies can perform an Action at the same time in their place. Involved characters must have spare Actions to utilize them on call.
Phalanx
Type: Action
Effect: The Tactician sacrifices one Action so that all allies can perform a phalanx. Allies must have a reserved Action to move into position immediately. All allies must be on adjacent Tiles, on a straight line, for the phalanx to operate. During this formation, all enemy attacks regardless of nature receive -1 Grit Level. Involved characters cannot move at all or else the formation breaks. All other Actions can occur normally.
Shield Wall
Type: Action
Effect: The Tactician sacrifices one Action so that all allies can perform a Shield Wall. Allies must have a reserved Action to move into position immediately. All allies must be on adjacent Tiles, on a straight line and wielding shields, for the shield wall to function. During this formation, all attacks regardless of nature receive -2 Grit Levels. Involved characters cannot move at all or else the formation breaks. During this formation characters can only perform Reactions that do not involve relocation.
Arcane Circle
Type: Action
Effect: The Tactician sacrifices one Action to enable spellcasting allies to form a Circle. Allies must have a reserved Action to move into position immediately. All involved casters must be within a Ring Radius (5) for the formation to function.
One caster becomes the Host, while the others become Vessels. Only the Host can perform Actions or Reactions during the Arcane Circle. Any spell cast by the Circle gains X Bonus Dice, where X equals the number of casters involved. If any participant moves, the Circle is disrupted and immediately canceled.
Example: A 4-Caster Circle (1 Host + 3 Vessels) performs a Fireblast (Fire + Blast). They roll 4d20 to determine damage. The first d20 determines Risk and Critical effects.